-9- [Ironchapel] (5)

Spring

I don't know that I'll ever be able to drink enough to recover from the zombie shitstorm we've come through. Fortunately we have enough booze on hand for me to test that.

I let the long list of hauling jobs and construction jobs get worked down, and cleared up some suspended wall construction jobs. With any luck we'll get the hill above the fortress walled off before any other unpleasantry arrives. In the meantime I spent some time getting to know the dwarves a little better, at which point I discovered that Mestthos Zesoddom Talin Tetthush is a god among dwarves. Looks like we'll need more slabs, though.

Finally, midway through the season a wave of 14 dwarves arrived here at the corner of Cluster and Fuck. Either no one warned them, or we just had a necrophiliac convention unload. Either way, I'm putting them to work...and keeping an eye on the (oh god, why?) cages in the dining hall. This brings us to 21 dwarves, not counting ghosts.

For some reason one of the animal caretakers got it in his head to pick a fight with Mestthos. He's lucky all he got was a shattered ankle, and some loss of function in his left lung, and a broken arm, and...bleeding Armok, why'd you do it, Ilral?

Things were going really well until mid-Felsite. A collection of goblins, lead by an elite crossbowman, and all riding one thing or another. They also brought a small army of trolls. All total, an invasion force of 71. I ordered everyone inside and threw the lever to raise the surface gates. Unfortunately not everyone made it in. I'm sorry, postal. For some you just refused to come inside. I'd like to say you put up a valiant fight, but you went down like a prom date. We'll be constructing more coffins and slabs.

By the time Summer rolled around, the trolls had managed to finish their rendition of Deliverance, and settled into milling around the gates. 15 of us remain.


Summer

The siege rolls on. I designated a second area to keep everyone to until this blows over. That kept work moving, at least on a small scale. I spent a lot of time deliberating on making use of the atom smasher. I didn't have much of a fallback plan if any of them make it past that bridge.

Midway through the season we were still under siege. The atom smasher started to seem more reasonable all the time. The animal caretaker that was dumb enough to pick a fight with Mestthos succumbed to his wounds. It doesn't appear that Glufke tried to do much for him. "Natural selection," I believe he called it. We discovered that one of the masons was trapped on top of the wall during the siege and took a remarkable number of bolts for his trouble. We decided to go for the atom smasher and make a rescue attempt.

It begins. All but one of the trolls fell into our cage traps. Unfortunately the atom smasher wasn't fast enough to catch the last troll and he made it inside. I pointed the Mestthos cannon at it. They danced around the workshop are for some time, but eventually Mestthos triumphed. It was at this point I realized that he didn't even have a weapon. He punched that troll to death, and came away completely unscathed. Someone get this dwarf a hammer. Unfortunately the goblins saw fit to finish off the mason before they fled.

At the end of the season a human caravan arrived. It looks like it's fallen to me to be our fortress's broker. They brought a small goblin ambush with them, but the caravan guards mopped it up pretty quickly.


Autumn

No one seems interested in hauling our crafts to the depot for trade. Instead everyone seems to be hell bent on collecting socks from the piles of goblin corpses. Eventually the traders left. Luckily we didn't really need anything from them.

Shortly after they left we got another wave of immigrants. Eight this time. Everyone spent the rest of the season cleaning up the hauling jobs. The season had mostly passed without event, until the caravan arrived...and the walking dead arrived with them. I ordered everyone back inside. Let Armok and the caravan sort them out.

The caravan brought some interesting news. Somehow, through all of this, we were promoted to a barony. With Glufke being the leader that got us through some of the worst of Ironchapel's history, he seemed like the obvious choice. While all of this was going on the necromancer behind this newest undead invasion arrived at our gates. The caravan guards ran him off, and did a remarkable job of putting down most of the shambling horrors.


Winter

Unfortunately, again, not much trading happened. Our food stores are in pretty good shape, and I requested more food and alcohol related things, along with more equipment. Eventually we'll need to rebuild a military.

The caravan eventually left, leaving quite a mess behind. They left three zombies behind, and I sent Mestthos to solve that problem. It took him the better part of a month to track them down and clean them up, but it looks like we're safe for now. The cage traps have been reloaded, and a lot of the cleanup work has been done. It may be time to come up with a new solution for dealing with the corpses of invaders. I think we're going to wind up with a lot more of them.

I endeavored to spend the last bit of Winter finishing one or two small mining projects. Now that we've been declared a barony, it's probably time to make rooms for nobles to keep them from complaining. I didn't get very far, though. It's a big one this time. The goblins brought one of their generals. 73 invaders in total. I managed to get everyone inside safely, except for the outpot liaison, whom hadn't left yet for some reason. He didn't escape.

We're in pretty good shape for supplies. We should be able to outlast this mess. It may be time to seriously consider cutting ourselves off from the outside.


It was pretty hairy. I honestly probably could have managed that a lot better. I should have expected an endless shitstorm of sieges and zombies. I added the screenshots in a separate folder in the zip for the save. You can grab that here.

Posted May 19, 2012, 8:26 AM UTC · edited

811
[deleted]•

49 notable kills and then comes an animal caretaker... That poor guy. And then the 3rd siege in two years...

1
EsquilaxHortensis•

I'm up next. Downloading the file now. Are we clear for 34.09 yet? I'll have to reinstall the legacy version if not.

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EsquilaxHortensis•

Update: I'm passing. I just can't take the madness, and am very busy with work. I have messaged fafol, who is next in line.

Here's what I had:


-9- [Ironchapel] (6)

The surface world is lost to us. That much is clear. But sometimes a loss can also be a gain.

We have grown soft and must be made tough again. Well, except for Mestthos. That guy kind of scares me, actually. But it's exactly his kind of insanity that we're going to need to survive where we're going.

And where are we going? Down. Deep down. To where the living blood of the Earth's heart rises to warm her children. And when we've made it there, her blood will flow up, up, and up to the forsaken surface, baptizing it in her spirit. We must practice the art of digging, so that our children can practice the art of smithying, so that their children can practice the arts of flooding the world with magma and then, equipped with masterwork arms and armor, ruling over the charred wasteland with an adamantium fist.

3rd Granite

The invaders seem unable to find gaps in our defenses, but I'd be a fool to entrust the future of this fort to a few bridges, especially with gremlins about. A real wall is what is called for. Also, one ghost makes a good mascot, but five is a bit much.

Getting anything done is proving difficult, though, as no one is sure how many of us are left or who's doing what. One roster says 13, the other 21. I don't see 21, though, so I'm going to bet on 13 for now. And the division of labor is all screwed up! Why does a fort of 13 dwarves need two butchers?

Here's the new order:

  • 3 Miners
  • 1 Farmer
  • 1 Crafter
  • 1 Mason
  • 1 Mechanic/Architect
  • 1 Brewer
  • ...And Mestthos. Actually, until there's need of his more sanguinary talents, I'll go ahead and set him to mining, in which he has much experience. It's probably a good idea for him to be the first through any breached cavern walls anyway.

Everyone else can haul for all I care.

13th Granite

Limited progress has been made on all fronts. The outside world is effectively walled off. Slabs are scheduled to be engraved. A lot of the pointless, confusing, extraneous stuff I see around me is getting ripped out and scrapped, especially unlabeled levers and bridges. I'll replace those with ones that are predictable.

I note with approval that someone already bored a hole safely through the first cavern level; it's a good start. I'm going to get the miners working on pushing even farther down, now.

21st Slate

Finally everyone seems to be actually doing what they're supposed to. Except the crafters; apparently nobody wants to engrave any of the copious blank memorial slabs that I had produced. I'm not sure wha- Oh, for Armok's sake. Sodel's corpse was just found - murdered. Now we are twelve. I'm going to keep an eye on who's eating and sleeping just in case..

1
zenerbufen1st honey ghost. RM, IC•

Do you have the save? would you mind posting it. even though you are passing.. you did complete a partial turn.

1
fafol•

Ok, 1st time loading the map, and all i gotta say is: what a horribly confusing mish-mash of bridges and levers. Do you have any diagrams or anything that could help me understand what these TWENTY levers around the fortress actually do?

1
kudakeruOP•

Most of them are for the bridges all over the place being used as foot traffic flow control. The three in the dining hall control the bridges outside. The top lever being the outermost, and the middle lever controlling the mica bridge. Other than those, I didn't have time to figure them out between sieges.

1
fafol•

Ok, knowing what levers control the gates is enough for now.

I learned something new just now. I was trying to reconcile how the units menu only shows me 14 dwarves, and DT shows me 21... Dwarf Therapist still recognizes zombie dwarves once they have risen. I can nickname them or assign labors haha.

2
kudakeruOP•

Shambling, rotting free labor. Imagine if you could pawn off all of the hauling and milling jobs on zombies.

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zenerbufen1st honey ghost. RM, IC•

unless it's been changed I set up the bottom lever in the dinning hall to close all the stairwell bridges as well as a few others, as an oh #&%$ lever, to immediately isolate every level of the fortress from every other in case of an in-fort emergency.

unfortunately, and I didn't realize this until after I built all the emergency bulkheads and started with the levers.. but there is no visual difference between open and closed doors, so it's hard to tell what levers do what. Also I ran out of time.

also horrible mishmashes of unlabeled levers are part of the !fun! of succession forts :p

1
GhostofGodThe Candy Hammerer•

I'm so proud to see Iron Chapel still fighting for life. If we're lacking successors I'll happily take another turn once I catch-up on what is happening.

1
questionqualityResident Record Keeper•

This one is more recent.
And if you want to catch up, this is probably the easiest way.
I don't think anyone is working on year 7. Go ahead if you want to :)

1